public static CCTransitionZoomFlipAngular transitionWithDuration(float t, CCScene s, tOrientation o)
        {
            CCTransitionZoomFlipAngular pScene = new CCTransitionZoomFlipAngular();
            pScene.initWithDuration(t, s, o);

            return pScene;
        }
        public static CCTransitionFlipY transitionWithDuration(float t, CCScene s, tOrientation o)
        {
            CCTransitionFlipY pScene = new CCTransitionFlipY();
            pScene.initWithDuration(t, s, o);

            return pScene;
        }
 /// <summary>
 /// initializes a transition with duration and incoming scene
 /// </summary>
 /// <param name="t"></param>
 /// <param name="scene"></param>
 /// <param name="orientation"></param>
 /// <returns></returns>
 public virtual bool initWithDuration(float t, CCScene scene, tOrientation orientation)
 {
     if (base.initWithDuration(t, scene))
     {
         m_eOrientation = orientation;
     }
     return true;
 }
Пример #4
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 public CCTransitionFlipX(float t, CCScene s, tOrientation o)
     : base(t, s, o)
 {
 }
Пример #5
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 public static new CCTransitionZoomFlipY Create(float t, CCScene s, tOrientation o)
 {
     var pScene = new CCTransitionZoomFlipY();
     pScene.InitWithDuration(t, s, o);
     return pScene;
 }
 /// <summary>
 /// creates a base transition with duration and incoming scene
 /// </summary>
 public static CCTransitionSceneOriented transitionWithDuration(float t, CCScene scene, tOrientation orientation)
 {
     CCTransitionSceneOriented pScene = new CCTransitionSceneOriented();
     pScene.initWithDuration(t, scene, orientation);
     return pScene;
 }
Пример #7
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 public static new CCTransitionFlipX Create(float t, CCScene s, tOrientation o)
 {
     var pScene = new CCTransitionFlipX(t, s, o);
     return pScene;
 }
Пример #8
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 public CCTransitionFlipX(float t, CCScene s, tOrientation o)
 {
     InitWithDuration(t, s, o);
 }
 /// <summary>
 /// creates a base transition with duration and incoming scene
 /// </summary>
 public static CCTransitionSceneOriented Create(float t, CCScene scene, tOrientation orientation)
 {
     var pScene = new CCTransitionSceneOriented();
     pScene.InitWithDuration(t, scene, orientation);
     return pScene;
 }
 public CCTransitionZoomFlipAngular(float t, CCScene s, tOrientation o)
     : base(t,s,o)
 {
 }
 /// <summary>
 /// creates a base transition with duration and incoming scene
 /// </summary>
 public CCTransitionSceneOriented(float t, CCScene scene, tOrientation orientation)
     : base(t, scene)
 {
     m_eOrientation = orientation;
 }